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Dead code / warning / spaces removal

/stochastic_alpha_test
Thomas 7 年前
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6a23edcf
共有 2 个文件被更改,包括 14 次插入17 次删除
  1. 4
      SampleScenes/OnTileDeferredTest/Common/MobileTestSceneManager.cs
  2. 27
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

4
SampleScenes/OnTileDeferredTest/Common/MobileTestSceneManager.cs


int detectSwipe() {
if (Input.touchCount == 1 && Input.GetTouch (0).phase == TouchPhase.Ended) {
Vector2 endPosition = Input.GetTouch (0).position;
Vector2 delta = endPosition - startPosition;
//Vector2 delta = endPosition - startPosition;
if (startPosition.x < endPosition.x)
return 1;

detectTouchBegan();
#endif
}
}
}

27
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


private Camera m_CurrCamera = null;
private int m_LightIndicesCount = 0;
private ComputeBuffer m_LightIndexListBuffer;
private static readonly int kMaxCascades = 4;

private RenderTargetIdentifier m_CameraColorRT;
private RenderTargetIdentifier m_CameraDepthRT;
private bool m_RenderToIntermediateTarget = false;
private bool m_IntermediateTextureArray = false;
private const int kShadowDepthBufferBits = 16;

{
m_LightIndexListBuffer.Dispose();
m_LightIndexListBuffer = null;
m_LightIndicesCount = 0;
}
}

private void ShadowPass(VisibleLight[] visibleLights, ref ScriptableRenderContext context, ref LightData lightData)
{
if (m_Asset.AreShadowsEnabled() && lightData.mainLightIndex != -1)
if (m_Asset.AreShadowsEnabled() && lightData.mainLightIndex != -1)
{
VisibleLight mainLight = visibleLights[lightData.mainLightIndex];
if (mainLight.light.shadows != LightShadows.None)

// Setup camera matrices
context.SetupCameraProperties(m_CurrCamera, stereoEnabled);
RendererConfiguration rendererSettings = GetRendererSettings(ref lightData);
BeginForwardRendering(ref context, renderingConfig);

// shadow lights types.
// Lightweight pipeline only supports 1 single directional shadow light.
// Any additional pixel lights don't cast shadows.
//
//
// 2) If shadows are disabled or no shadow light is present then main light is the main brighest directional
// 3) If neither a shadow light or main light is first visible light.
private int GetMainLightIndex(VisibleLight[] lights)

int mainShadowLight = -1;
for (int i = 0; i < lights.Length; ++i)
for (int i = 0; i < lights.Length; ++i)
if (shadowsEnabled && LightweightUtils.IsSupportedShadowType (lights[i].lightType) && lights[i].light.shadows != LightShadows.None)
if (shadowsEnabled && LightweightUtils.IsSupportedShadowType (lights[i].lightType) && lights[i].light.shadows != LightShadows.None)
{
// Shadow Type priority: Soft > Hard > None
if (mainShadowLight < 0 || lights[i].light.shadows > lights[mainShadowLight].light.shadows)

if (lights[i].lightType == LightType.Directional)
if (lights[i].lightType == LightType.Directional)
{
if (mainDirectional < 0 || lights[i].light.intensity > lights[mainDirectional].light.intensity)
mainDirectional = i;

if (mainShadowLight >= 0)
if (mainShadowLight >= 0)
}
}
return 0;
}

{
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
if (lightData.mainLightIndex != -1)
if (lightData.mainLightIndex != -1)
{
SetupMainLightConstants (cmd, lights, lightData.mainLightIndex, ref context);
if (lightData.shadowsRendered)

int[] lightIndexMap = m_CullResults.GetLightIndexMap();
int lightIter = 0;
for (int i = 0; i < totalLightCount; ++i)
for (int i = 0; i < totalLightCount; ++i)
if (i == lightData.mainLightIndex || lightIter >= maxLights)
if (i == lightData.mainLightIndex || lightIter >= maxLights)
{
lightIndexMap[i] = -1;
continue;

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